Here's a drastic example; the right side of the cockpit is affected too. Note that this isn't happening everywhere - just sometimes in various locations.
I was running some LFS last night and noticed a small issue when rendering is stereoscopic 3D.
I'm not a graphic rendering expert so bear with me - but I think perhaps that one of LFS's efficiency tweaks is causing the problem. Sometimes, on the right edge of the scene, what I think could be very aggressive culling is causing gaps in the scenery. This could be because the 3D vision drivers use the frame information to render two frames with slightly different perspectives, which means they might be "looking" at an area that the LFS engine doesn't anticipate. If it would help, I think that I could generate a screenshot of what I am talking about. Actually, I know it would help so I will take one tonight & post it here.
It's no secret that many veteran members of LFS have been dormant in terms of actually driving the sim, and I have not been an exception. After many many many months of really not trying the sim for any length of time, I decided to have a go at it last night for about an hour with the hopes of rediscovering LFS at least just a little bit. LFS has always occupied a reserved place in my affections due to it's innovation in the past, and the motivation of basically one developer creating something so impressive. I've always had a passion for cars and LFS is something that caters to that passion on a very basic, direct, and primal level because of their approach. Varied car types that I have a chance of ever driving, and an intense focus on raw physics.
Despite all of the bubbling negativity (though nobody can deny that the development pace has been agonizing for fans), I really want to remind Scawen (& co) that they've created a fantastic and impressive product, which is already very good despite it's shortcomings, and despite the timeline. I sincerely hope the project doesn't lose anymore steam, because the potential in LFS is absolutely through the roof. The tire model itself and the approach is still the most advanced out there, even if the on-track driving results are a little behind iRacing for now.
The sound in some cars is actually still engaging even if they're not the scintillating masterpiece of iRacing's C6.R howling down a straight. They provide great feedback, and at least there is some attempt at turbocharger modelling... something other sims seem to purposely avoid, or manage to do even more poorly. LFS also works brilliantly with nVidia's 3D Vision system (as does iRacing), with only one very minor flaw.
The cockpits look great in 3D and everything in the rendered world is where it should be.
I just figured a little bit of encouragement might go a long way after literally years of constant negativity around here!
I'm really looking forward to trying Scawen's updated tire model when it arrives - and hopefully seeing many finishing touches come along after that hurdle is out of the way. Hopefully Eric's got some irons in the fire as well with cars & tracks!
It really isn't dumb, what's dumb is that you're not seeing the big picture. Statistically, sure, there's going to be some isolated spells where you feel "singled out" and it's just not fair. That's par for the course, install your big girl panties and deal with it. But over the long haul, the system DOES show your propensity for getting into wrecks whether you cause them or not.
It doesn't seem like you care, but the truth is that there are VERY few wrecks that you absolutely cannot avoid on track. Even taking a smaller off course hit is better than a contact deduction obviously. So if this is really happening to you that often that you have to come here and put yourself on display with an over the top post, then either get your hormones in check or just be more aware of your surroundings, or maybe both.
You're being silly. If a game is a "drift sim" then it would have to be simulating real life physics, in order to simulate drifting accurately, right? Same thing with what you sadly refer to as "grip racing" - to simulate it properly you'd want real life physics to be replicated as closely as possible.
Note that the requirements are the same.
Drifting is easier in LFS because it happens to be one activity that highlights some of LFS' flaws, that's all. Also the setups in LFS are not limited like they are in iRacing and it's easier to make a setup conducive to easy drifting.
Anyway, that Sebring onboard looks amazing - other cars on track must be epic; I'll have to hop in a practice this weekend!
Is that really how far the light throw is IRL? Doesn't seem very far on the overhead, but hey, I don't know. You better know the track with your eyes closed though :P
Ouch, common Dave, he didn't really say anything out of line just good old finely crafted Kev sarcasm! At least his tongue in cheek poke at LFS had wit to it unlike most of the drivel around here the last few years
OK I will check back. Just kinda gutted that it's really so bad. I mean I'm used to whining and LOLing at arcade game physics, but I didn't think it was possible to make a DRIVING game devoid of any semblance of DRIVING.
I'll think about the keyboard, just seems overly cheesy.
I there any way to play the game properly with a wheel? Tried messing with the settings a bit, it's just completely ridiculous. I'd have been happy with the TDU1 physics, they somehow managed to make it really really bad this time
That shot doesn't show it well. But Scawen did mention this quite some time ago - around the time those shots were posted. There was no mention of airflow; just that any part of the tire that is hot enough will emit smoke - which will probably give the effect the OP is looking for.
Depending on engine & turbocharger design, you could generate quite a bit of boost at WOT in the time it takes to go from idle to redline - some can basically hit max pressure but many can get almost all the way there. At least for a vehicle that behaves well as an everyday driver; I'm not talking about about an 800hp 3L inline 6 with a turbo the size of a beachball obviously. So for a standing start, timed right it wouldn't really matter too much with many modern engines. I posted a video a while back of someone's car able to max out at basically 1 bar very easily just by revving in neutral. It really depends on the engine's characteristics (flow characteristics, ignition mapping, turbo geometry, manifold design blah blah blah)
As stated before, the turbo model in LFS is extremely simplistic and behaves somewhat like the worst design you could think of from the 70s. But at least it has an attempt at one so that's a start.
I just skimmed the thread - but have you tried this without the extensions?
Sensitive connections can be affected by extension cables quite frequently. Just a nominal increase in impedance could cause either your HU or the dreadful Apple device to freak out. I know for example that one of my digital cameras will not not create connection to my PC using a 6 foot cable which is identical in harness to the 1.5 foot cable the camera shipped with.
Anyway, just a thought that may or may not help out - best of luck with your ultra-user-friendly Apple "thing"
It might be because it wouldn't be as accurate (just a guess) as to what the driver is actually doing. Replays might be stored as reactive data, whereas LFS replicates inputs and generates an identical physical result to make a replay. That's why LFS's replay viewing is so limited and why there was no proper replay controls built into it from the get-go. Also why there's such a big difference in replay size between the sims.
iRacing probably just figures that instead of hodgepodging the inputs on the replay, might as well just not show them at all. I guess they could choose to store them, but that's more overhead whilst recording and also a much larger file size which is already rather large for long races with a big field. Also even more bandwidth sending everyone else's inputs to your client in realtime.
Perhaps it's due to:
Better (mostly) physics?
More enjoyable sound?
Vastly superior graphics?
Incredible tracks & track surfaces?
Beautifully detailed cars?
Visible, consistent development?
Developers that invite and care about community feedback?
As stated, you can change the brake force curve in the options, but if you're unplugging a G25 and replugging in every time you race, make sure you depress all the pedals down once you're in the car, just before you leave the pits. This ensures proper calibration; otherwise you may get the infamous "touch the brake a tiny bit and lock up" phenomenon happening.
Well that's a good point, maybe they will do that in the future. They are pretty good at listening to the community - head the forums and make a thread
I do see your point about that, and I totally agree...
However it makes no sense for a subscription based service to be able to run without an internet connection; or in this case a connection to an authentication server.
Whether we should be able to even test the sim offline completely is a whole other debate, but there's no way for the local client to know who you are and what content you've licensed unless it can connect to the server... so there was no drunken decision (lol!), but rather it's a fundamental principle of being subscription based.
In any event, most of us on this side of the pond are at work and couldn't care less about maintenance right now anyway
Now you see how I used to feel looking for LFS races back in the day since it was the middle of the night over there when it was just after dinner here